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mikhailnotfish

@mikhailnotfish

Joined June 2nd, 2026

  • 30Devlogs
  • 9Projects
  • 7Ships
  • 90Votes
hi! im mikhailnotfish! as you could guess im not a fish... i dunno what to put here uhh i like making games in unity... i go to high school... i like pizza? go check out my games right now
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4h 14m 1s logged

Today I spent my time trying to bring YouTubeDS, an open-source Nintendo DS homebrew application created by Gericom, back to life. While I expected to spend most of the session coding, nearly all of my progress came from reverse engineering and troubleshooting an outdated development environment. I tracked down missing source files, resolved linker errors caused by an absent API key, and compared my rebuilt binaries against the original ROM to understand why they behaved differently.After digging through Makefiles, compiler output, map files, and the generated ROM headers, I discovered that the project was originally built using an older version of devkitPro and libnds. Modern releases automatically link against the newer Calico runtime, producing binaries that differ significantly from the original build and refuse to run correctly. I experimented with build flags, linker specifications, and library configurations before confirming that the real solution is recreating the original toolchain rather than patching the project itself.Although I haven’t produced a working ROM just yet, I now understand exactly why the project fails on modern tools. The next step is installing an older version of the Nintendo DS development environment so the application can be rebuilt as it was originally intended. Even though this was a debugging-heavy session, I made meaningful progress toward preserving and reviving an abandoned piece of Nintendo DS homebrew.

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2h 47m 11s logged

TODAY: i tried to compile my 10 year old software, debug some binary, download gh repositories, TRY FOR ONE BLOODY HOUR TO FIGURE OUT WHY IT WOULDNT COMPILE figured out why it wouldnt compile, realize that linux is too hard, and fell asleep. then i decideed i would try again, debugged some code, and found that it wouldnt compile because it thought somthing didnt exist. im going to try to fix it, if anyone knows linux mesage me pleease :isob:

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1h 2m 58s logged

Today I started working on making the reentry system more flexible by preparing the game for multiple objects instead of just the test cube.I experimented with the idea of making every object its own prefab, allowing things like fridges, pizzas, cars, and other random objects to be thrown into the atmosphere. The plan is to keep the same reentry system, but swap out the mesh, collider, and SDF data for each object so every item has its own way of interacting with the plasma and heat effects.I also looked into making the VFX system more reusable by using one main reentry plasma graph while giving each object its own settings, like different SDF collision shapes and different fire trail styles. This should make adding new objects much faster instead of rebuilding the entire system every time.A big focus today was thinking about the future structure of the game. Instead of one object being launched, the player will eventually be able to choose what they want to send into reentry and see if it survives.The project is starting to move from a physics test into an actual game with different challenges, objects, and replay value.

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1h 33m 44s logged

Today I worked on improving the gameplay loop for Pantry Reantry and focused on making the launch, crash, and respawn systems work properly.I added a respawn button that appears after the object crashes, allowing the player to try again without restarting the game. I also worked on fixing the camera so it doesn’t randomly teleport during resets and stays attached to the player object when needed.A big part of today was debugging the VFX systems. The reentry plasma and fire trail were having issues where they would start at the wrong time or keep existing particles after respawning. I worked on making the atmosphere trigger control when the effects activate, instead of them starting automatically when the object launches.There are still a few small VFX issues to clean up, but the overall reentry loop is coming together. The object can now launch, enter the atmosphere, activate the heat effects, crash, and be reset for another attempt.The next steps are finishing the UI and adding things like altitude, speed, heat, and survival stats to make the reentry experience feel more like a real game.

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1h 40m 42s logged

Today I worked on making the reentry experience. I focused on connecting all the systems together so the player can actually watch an object fall from space and survive (or not survive) the journey.I improved the VFX setup by making the reentry plasma and fire trail activate when the object enters the atmosphere. Instead of having the effects constantly running, they now wait until the object reaches the invisible atmosphere boundary, which makes the transition feel much more realistic.I also fixed the particle behaviour so the smoke and fire trail stays behind the object instead of moving with it. This made a huge difference because the trail now actually looks like something burning through the atmosphere.Another challenge was the camera system. The menu camera and gameplay camera were fighting each other because the follow script was constantly overriding the start button position. I fixed this by making the camera follow system activate only after pressing the start button, allowing the camera to transition into the gameplay view properly.There is still a lot to add, like better destruction effects, heat intensity based on speed, and more detailed atmosphere visuals, but the core reentry sequence is finally starting to come together.

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1h 18m 16s logged

Today I worked on making the reentry system feel way more alive. I focused on getting the heat particles to actually interact with the objects instead of just floating around them. After a bit of experimenting with collisions, SDFs, and VFX Graph, I finally got particles reacting properly with the objects flying through the atmosphere.I also started setting up the systems needed for objects to have their own reentry effects. The goal is that every object falling from space can have its own heat trail that follows it, turns on when it hits the atmosphere, and disappears when it escapes or slows down.A big challenge was making everything follow moving objects correctly. Static effects are easy, but when you have something travelling at high speed, everything needs to stay perfectly synced. I worked on making the particle emitter follow the object and keeping the collision data aligned so the effects don’t lag behind.There is still more to improve, like making the heat intensity change based on speed and adding better visuals, but the foundation is now working. Seeing the particles actually wrap around and react to the objects makes the whole reentry experience feel much more realistic.

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25m 8s logged

so uhh today i continued my work from yesterday, making the reentry plasma, i realized there was no way in history i was gonna make a blender made modular physics based reentry plasma system and tried to make a plasma one normally, using a sphere. long story short, i failed, fell asleep and then gave up 🥀 hopefully ill be back at it later today, if not wait till tomorrow.

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2h 54m 1s logged

Today was mostly about making reentry look and feel a lot cooler. I spent a good chunk of time learning Shader Graph and experimenting until I had a fire effect that looked much more like an object burning through the atmosphere. It took a lot of trial and error, and I had to fix several bugs along the way, but I eventually got everything working together.After that, I added explosions to the game. I learned how to create and use prefabs, then connected them to my reentry system so objects now explode once they get too hot. Seeing random objects burn up and explode while falling toward Earth makes the game feel much more fun than before. There are still plenty of improvements I want to make, like adding better visual effects and making the explosions even more cinematic, but having the whole reentry-to-explosion sequence working is a big milestone.Overall, today was a really productive day. I learned a lot about Unity’s visual effects tools while making the game look much more exciting, and I’m happy with how much progress I made.

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1h 14m 35s logged

Today I worked on improving the reentry and visual effects system for my Unity project, focusing mainly on making the atmosphere interaction feel more cinematic and less “flat prototype.” I spent time testing how the particle system behaves during high-speed descent, especially around the point where the object hits the upper atmosphere. The initial version was too abrupt — the effect would briefly show particles and then disappear, which completely killed the sense of momentum and scale.
I experimented with smoothing the transition using gradual intensity changes instead of instant triggers. I also adjusted local offsets and rotation values to better align the effect with the object’s trajectory, since some of the transforms were behaving inconsistently between the inspector and runtime. That took a bit of debugging because some values were being overridden or reset in unexpected ways.
After that, I started exploring how to push the visuals further toward a “glowing plasma cone” look, with stronger edge concentration and a softer fade into the surrounding atmosphere. I also began looking into Visual Effect Graph as a possible upgrade path for more advanced GPU-driven effects. Overall, it was a day of fixing broken motion, improving visual flow, and pushing the system closer to something cinematic rather than purely functional.

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1h 45m 56s logged

Today I worked on a space reentry style simulation and spent most of my time getting the gravity and camera systems feeling right.
I set up the test object so it’s always pulled toward the planet and rotates to face it as it moves, which makes its motion feel more like it’s actually orbiting and falling through space instead of just drifting around. That part was pretty important because it sets the foundation for everything else.
A big chunk of time went into the camera. I tried a bunch of different follow styles because at first it kept jittering, flipping, or ending up in weird positions where I couldn’t even see the planet properly. I went from a basic follow camera, to trying rotation copying, to LookAt setups, and eventually simplified it down to a system where the camera stays in a fixed position relative to the object and just rotates with it in a stable way.
After a lot of trial and error (and a few broken camera moments), I ended up with a setup where the object behaves correctly under gravity and the camera stays locked in a consistent orbit view so the planet is always visible and the motion is readable. however i still have issues with the camera and the tetobject that ill b using for ll the objects thrown into the atmosphere so ill probbably fix that tomorrow

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1h 59m 45s logged

Today I worked on the reentry system for pantry reantry and fixed a bunch of annoying physics bugs, especially the crazy jittering when the ship got far from the origin. I separated the skybox movement from the actual physics so the visuals don’t break anymore at high altitude. Reentry feels way more stable now and doesn’t glitch out when you’re coming in fast. I also tested a few high-speed drops to make sure it doesn’t fall apart. Next up is adding heat damage and making reentry actually dangerous instead of just falling through the atmosphere. i put in a screenshot of the progress on the button and the earth not jittering, it is definitly starting to come together! stay tuned for the second devlog surely coming tomorrow i hope maybe

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Ship

webos2 FishOS is out now for you to try! the 3 new things i have added are the fish translator, from english to fish, the fish explorer, whe all the apps live now, and the wallpaper changer! now you can change the wallpaper to your liking!

  • 2 devlogs
  • 2h
  • 12.04x multiplier
  • 20 Stardust
  • WebOS 2
Try project → See source code →
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25m 31s logged

webos2 fishOS is complete! i have fixed the issue with the fish translator.exe being on top of fish explorer and now i am gonna ship webos2 so i can et me stardust

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1h 12m 2s logged

webos2 devlog!!!! allright guys so here is what i have been working on for webos2: i have, removed all the apps as files, and made “fish explorer” its like file explorer but fish because this is fishos. 2: i made a wallpaper changer! i though some people might not like the clownfish, so i made an app that can change the wallpapers. 3: i (am currently making) fish translator! essentially you input some text and on the other side there will be some randomly generated blubs and blobs and glooobs so you can speak fish. i expect to be shipping soon, but im having trouble with the fish transator app not going where i want it to. stay tuned!

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Ship

so its out for you guys to try right now! in the future i think ill use a library to make the globe 3d and have the position of the iss as a dot be updated in realtime as well as the coordinates

  • 1 devlog
  • 0h
  • 2.15x multiplier
  • 1 Stardust
Try project → See source code →
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35m 13s logged

this is my final devlog before i go onto webos2! what was added: so, i removed fishgames, and added fishclicker. with 2 buttons and a fish you can click, youll be sitting there all day!

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